Fear is a weed, snaking in the dark. It vines within the mind, corrupting it. It germinates within tribes, dividing them. Your graces, we who are beyond death, have forgotten the simple power of fear. Let us now remember. You will find no greater power than the simple thought of your own name, inscribed upon a grave.

The target's soul is violently ejected from its body, becoming a high-velocity projectile. Enemies that make contact with the projectile are dealt 50Invalid damage. When the projectile makes contact with a hard surface, 100Invalid damage is inflicted in an area of effect.

Under right circumstances it's possible to exploit physics system to launch ragdolls up with great speed, which will result with dealing additional fall damage to alive enemies. (Usually when enemies are grouped tightly together or there is an object right behind the enemy).

Best effectiveness can be achieved by standing higher than the target.Optimal height difference is when projectile can hit the ground near the target. Using this method will usually send surrounding enemies flying, dealing additional fall damage.

The ability will NOT damage other Tenno in the Conclave, however the knock-back effect will still occur. This is useful for stunning the enemy or simply knocking them off the edge of the map.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Nekros emits an aura of dark power that affects every corpse within a radius of 10 / 15 / 20 / 25 meters, consuming the corpses and granting a 22.5% / 32% / 42.5% / 54% chance to roll the corpse's drop table again to produce additional loot. After a 2-second delay on the first corpse within range, corpses are consumed one at a time in random order, with subsequent corpses taking 1 second of delay between consumptions.

Desecrate will consume 10 Energy for every corpse consumed. This ability will remain active for as long as Nekros has energy, or the ability is manually deactivated by pressing the ability key again (default 3).

Some weapons like Kohm, Kohmak and Twin Kohmak can split the enemy into 4 different pieces each counting as an individual corpse.

Use this ability with Equilibrium if you can - every health orb spawned will also recover energy, allowing this ability to easily recharge your energy bar. This allows you to cast other abilities while easily spamming Desecrate.

Consider forgoing shield power. In order to collect a health orb you must have less than your maximum health, so when using Equilibrium it is beneficial to take a controlled amount of damage in order to get the maximum benefit from health orbs (also consider using Rage to recover energy while taking damage). If your Shields rarely drop to zero you will not take damage and will be unable to collect any health orbs, potentially leaving you in situations where you have no Energy for skills, are surrounded by health orbs, yet are unable to collect them in order to replenish your energy reserves.

You can use self damaging weapons such as Penta or Ogris to allow you to get the health orbs for this mod. This may potentially backfire if your Penta or Ogris kills you.

It is possible to sacrifice your secondary slot to equip a set of unmodded Castanas. Since they have relatively low base damage, the risk of killing yourself with them is largely reduced in comparison to other explosive weapons.

Desecrate is also useful in Excavation missions because it can be used on Power Carriers. This means they can offer an additional power cell.

Because Hydroid's Undertow preserves the bodies of enemies it kills, Desecrate can synergize very well with it if used properly, especially on Defense missions.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Nekros summons 4 / 5 / 6 / 7 shadow copies of his most recently slain enemies, prioritizing the strongest enemy groups among those killed to summon. The copies retain the level and stats of their original selves but will gain 25% / 50% / 75% / 150% damage, 15% / 35% / 65% / 100% shields and 15% / 35% / 65% / 100% health, with each copy losing 3% of their health per second while active. The copies spawn randomly within a 10 meter radius and will fight for Nekros until they die either to enemy fire or their own degenerating health.

Damage, shield and health bonus are affected by Power Strength, while the number of active Shadows is not.

Shadows of the Dead's damage, shield and health bonuses are additive bonuses that are applied to a shadow copy's total damage and total health. For example, +30% power strength will increase the damage and health bonuses to 1.5 × 1.3 = 195% and 1 × 1.3 = 130% respectively at max rank. A copy whose original had 200 total health and dealt 100 damage per attack will have 200 × (1 + 1.3) = 460 health when summoned and will inflict 100 × (1 + 1.95) = 295 damage per attack.

Casting the ability again (default 4) while there are Shadows still active performs additional functions:

Fully replenishes active Shadows' shields and health on each recast. If the number of active Shadows are at maximum capacity, Nekros will perform a shortened animation.

When the number of active Shadows falls below the maximum, Nekros performs the full summoning animation to create additional Shadows up to the maximum capacity. This function can only be performed when there are slain enemies in Nekros' recently-killed list (see Summoning Priority tab below).

Active Shadows that are more than 30 meters away from Nekros will teleport into Nekros' spawn radius.

Shadow copies are selectively summoned and possess unique properties:

While shadow copies can be different unit types, they possess common characteristics:

As the shadows appear, each one inflicts a small area knockdown which can only affect each enemy once.

Shadow copies are taken from the last 20 enemies killed by both Nekros and his Shadows; teammate and Companion kills do not count. Once a specific enemy has been copied it is removed from the player's "recently-killed" list. The game does not remember any kills past the 20th (e.g., if you kill 30 enemies and cast this ability four times without killing any more enemies this ability will create 7, 7, 6, and 0 copies). The game is optimized to selectively summon the strongest enemy types available in the list, see below for more information.

When using weapons with Syndicate mods, or weapons with built in syndicate effects, the radial blast will count as the player's kills, which will overwrite any current ones.

Shadows of the Dead summoning selection prioritizes the highest group of enemies first, the levels of enemies slain second, and the earliest available enemy on the recently-killed list third. The list below contains the highest to lowest priority group of enemies for each faction based on playtesting results:

Shadow copies attract attention from enemies, they are effective at defending objectives or areas of a map.

Actively target and focus your attacks on enemies you want to clone prior to casting the ability.

Roller will often roll around aimlessly and get stuck, do not use these as your shadows.

Shadow Shield Ospreys will shield all of your shadows and your team, granting additional 200 shield when connected (as of Update 10.3). This buff is not increased by multiple Ospreys and you must be less than 10 meters from a Shield Osprey for it to connect. They will prioritize following your shadows or enemies if not in range of shadows. They will provide shield bonuses to Defense objectives or any other allied unit, including Mind Controlled enemies (besides Grineer heavy units).

Can be used as a temporary survival measure in Survival when the oxygen runs out, as disconnecting/connecting to osprey will instantly regenerate your shield and apply the bonus. It will not stop the draining of shield but can be used as a temporary measure to stay alive, such as waiting in extraction where you are very vulnerable to attacks.

Rejuvenation will replenish shadows' health, which can offset the constant health decay. This is particularly useful with Nullifier Crewman, or other enemies that can avoid directly taking damage. Some numbers for Reference:

Rejuvenation restores +3 hp/sec, which means at a 3% health drain you will cancel the health drain of a mob with 100 hp. 4 Rejuvenation aura's will increase your heal rate to +12 hp/sec, which would cancel the health drain of a mob with 400 hp with a 3% health drain.

Rejuvenation restores +3 hp/sec, which means at a 1% health drain (near max duration) you will cancel the health drain of a mob with 300 hp. 4 Rejuvenation aura's will increase your heal rate to +12 hp/sec, which would cancel the health drain of a mob with 1200 hp with a 1% health drain.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Does not properly produce shadow copies when standing on boxes or crates, as the ability will spawn shadows at your current height in the casting range. If there are no surfaces around where you are standing that are close to the height you are at, very little or no shadows will spawn, but it would use energy and waste 'souls'.Very rarely, nearby hacked Shockwave MOAs from spawning cabinets will be turned into a shadow, even though you never killed the MOA (and you can't since it's an ally).

The same can occur with allied Specters, they will take on shadow effect of the ability even though they aren't a shadow themselves.

Rarely, a shadow or two will not die when the duration ends, and will continue to exist until they die.
Relative to the above bug, Drahk which are summoned from a Drahk Master that was made a shadow will have no energy color and use the base Drahk skin and will stay a shadow forever or until they die.
For clients, casting the ability while there are still shadows present (on your end the timer is up but for host they are still walking around) can cause strange things to happen:

No shadows will be cast until the shadows on the host's end dies, in which shadows will appear where you cast the ability, however shadows will appear like normal enemies with no effect.

Shadows can also appear with no ability regardless, in this same situation, but be cast normally.

If a Corrupted Ancient is queued for your next shadow, casting the ability on solo missions will allow you to become downed instead of dying instantly, as the game recognizes the healer is about to be spawned. You will be revived with a small portion of your health once the Ancient pulses its healing wave. This is a quirk that only occurs if a Corrupted Ancient is queued to be spawned as you use the ability and will not happen in any other case.
A Sapping Osprey shadow's sapping field will not have Nekros' energy colour, and the orb can be destroyed by allies. The field will not damage allies, however.